![]() There’s a wonderful kind of emergent storytelling that rises up in these games, and in theory, Age of Wonders 4 should provide fertile ground for snippets of fantasy sagas to take root. ![]() It’s in sinking hours into an esoteric victory condition and getting backstabbed by a bunch of primitive hermits. It’s in moments in multiplayer when staid friends turn into rabid enemies (and vice versa). The real magic of 4X games lies in watching shit happen: an opposing civilization’s capricious reaction, or the reveal of a fatal weakness that nobody saw coming. Once things started to click, I wholeheartedly embraced the 4X school of justification that leads an otherwise serene and unbothered person to ruin - if not their own, then most certainly someone else’s. ![]() It’s my first time playing any Age of Wonders game, but playing within the 4X genre is largely learning how to apply the same titular principles: explore, expand, exploit, exterminate. Like its predecessors, Age of Wonders 4 has a story-focused single-player campaign, tactical turn-based combat, and a global spellcasting system. This is the first Age of Wonders game since 2019’s Planetfall, and a return to the series’ original high-fantasy theme after nearly a decade. ![]() ![]() Unfortunately, there is great hubris in getting too creative before learning a game’s systems and synergies, and as a result, the proud mole-folk of Holemind paid a dear price. I could have just as easily made a race of feudal toadkin or poisonous halflings, but as a selective isolationist when it comes to 4X strategy games, the idea of building my empire underground and popping up like a horde of gophers sounded irresistible. Immediately after starting Age of Wonders 4, I decided to make a custom race of molekin for the tutorial realm - a swarming, mana-channeling people ruled by High Matriarch Enam’ru Onimole. ![]()
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